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Core concepts

Archetypes & Project Mastery.

An archetype is the safe starting shape of a collection. Project Mastery is how you grow past it — capabilities you unlock once, for your whole project, as its Toko Reputation grows.

Archetypes & growth~6 min readCreator-leaning

Two ideas work together. An archetype picks sensible defaults for the kind of thing you're making, so a new collection starts in a safe envelope. Project Mastery is the growth path: a capability tree you unlock over time, owned by your project rather than a single collection or a personal account.

Archetypes — your starting envelope

When you create a collection you choose an archetype. It sets the starting limits — supply shape, editions per item, and which rules are on by default — so you don't have to configure everything from a blank page.

The archetypes
Curated ArtHand-made one-of-ones.
Generated ArtLarge layered collections from the Generator.
Editioned ArtA few designs, many numbered editions.
Game ItemsFunctional items with state and mechanics.
Game CurrencyHigh-supply fungible-style tokens.
Access PassMembership / gated-access tokens.
CustomStart open and shape it yourself.
The archetype is chosen at creation and can't be switched afterwards. You don't change archetype to grow — you keep the same one and unlock more headroom through Project Mastery.
A floor, not a cage

Growth is upward-only: an archetype sets where you start, and unlocks raise the ceiling. Nothing you unlock can shrink a collection's promises after it's Live — it only ever adds headroom.

Project Mastery — the capability tree

Mastery lives on the project — not on one collection, and not on a personal account — so an unlock applies across all the project's collections. (Project-level on purpose: a team shares one standing, and a maxed-out account can't be sold to dodge fees.) Five branches, each with an end goal:

The five branches
Supplymore blueprints, more editions, larger collections → infinite supply
Rarityextend the Weighted ladder → Epic & Legendary tiers
Claim rulesclaim restrictions and on-claim rewards (the v2 half of collection defaults)
Sale ruleslimit transfers / limit sales → gift-only & soulbound
Mechanicsburn-on-interaction, and merge / craft — burn the originals, mint something new

Reputation is earned, then applied

Reputation is a cumulative score that only ever rises — it never drops like a wallet balance. But it isn't free to use: each unlock applies (commits) a set amount, so your uncommitted reputation decides what you can unlock next. Commit to one capability and you'll need to earn more to reach the next. Unlocks live on the project, so any of its admins can use them across all its collections — lose project admin access and you lose them. A project applies reputation to two things:

How you unlock — Toko Reputation

A project's Toko Reputation is the $TOKO it has burned. A capability unlocks when the project has enough uncommitted reputation to cover its cost — bigger capabilities ask for more, and each unlock commits its cost so the next one needs more earned. Reputation grows two ways:

Earned, not rented

Reputation ties a project's reach to real activity — every sale burns a little $TOKO and advances it — rather than to how much anyone can temporarily lock up. You never need to buy $TOKO to grow; an active project earns its way up, and the project overview's Burn / Reputation tab shows the running total (earned vs bought, per vendor or over time).

How the two fit together

Pick an archetype for a safe, correct start. As your project is used, every claim burns a little $TOKO and your Toko Reputation grows; reach the threshold to unlock the branches you need — bigger supply, the rarer tiers, claim restrictions and rewards, soulbound/gift-only sale states, or crafting mechanics. The archetype keeps each new collection sane; Mastery decides how far it can go.

Related: Rarity (the tier ladder) · Vendors & revenue (collection defaults) · The Marketplace (sale rules).